modular-avatar/Packages/nadena.dev.modular-avatar/Editor/BuildContext.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
using VRC.SDK3.Avatars.Components;
using VRC.SDK3.Avatars.ScriptableObjects;
using Object = UnityEngine.Object;
namespace nadena.dev.modular_avatar.core.editor
{
internal class BuildContext
{
internal readonly VRCAvatarDescriptor AvatarDescriptor;
internal readonly AnimationDatabase AnimationDatabase = new AnimationDatabase();
internal readonly UnityEngine.Object AssetContainer;
private bool SaveImmediate = false;
internal readonly Dictionary<VRCExpressionsMenu, VRCExpressionsMenu> ClonedMenus
= new Dictionary<VRCExpressionsMenu, VRCExpressionsMenu>();
/// <summary>
/// This dictionary overrides the _original contents_ of ModularAvatarMenuInstallers. Notably, this does not
/// replace the source menu for the purposes of identifying any other MAMIs that might install to the same
/// menu asset.
/// </summary>
internal readonly Dictionary<ModularAvatarMenuInstaller, Action<VRCExpressionsMenu.Control>> PostProcessControls
= new Dictionary<ModularAvatarMenuInstaller, Action<VRCExpressionsMenu.Control>>();
public BuildContext(VRCAvatarDescriptor avatarDescriptor)
{
AvatarDescriptor = avatarDescriptor;
// AssetDatabase.CreateAsset is super slow - so only do it once, and add everything else as sub-assets.
// This scriptable object exists for the sole purpose of providing a placeholder to dump everything we
// generate into. Note that we use a custom component here to force binary serialization; this saves both
// time as well as disk space (if you're using manual bake).
AssetContainer = ScriptableObject.CreateInstance<MAAssetBundle>();
AssetDatabase.CreateAsset(AssetContainer, Util.GenerateAssetPath());
}
public void SaveAsset(Object obj)
{
if (!SaveImmediate || AssetDatabase.IsMainAsset(obj) || AssetDatabase.IsSubAsset(obj)) return;
AssetDatabase.AddObjectToAsset(obj, AssetContainer);
}
public AnimatorController CreateAnimator(AnimatorController toClone = null)
{
AnimatorController controller;
if (toClone != null)
{
controller = Object.Instantiate(toClone);
}
else
{
controller = new AnimatorController();
}
SaveAsset(controller);
return controller;
}
public AnimatorController DeepCloneAnimator(RuntimeAnimatorController controller)
{
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if (controller == null) return null;
var merger = new AnimatorCombiner(this, controller.name + " (clone)");
switch (controller)
{
case AnimatorController ac:
merger.AddController("", ac, null);
break;
case AnimatorOverrideController oac:
merger.AddOverrideController("", oac, null);
break;
default:
throw new Exception("Unknown RuntimeAnimatorContoller type " + controller.GetType());
}
return merger.Finish();
}
public AnimatorController ConvertAnimatorController(AnimatorOverrideController overrideController)
{
var merger = new AnimatorCombiner(this, overrideController.name + " (clone)");
merger.AddOverrideController("", overrideController, null);
return merger.Finish();
}
public VRCExpressionsMenu CloneMenu(VRCExpressionsMenu menu)
{
if (menu == null) return null;
if (ClonedMenus.TryGetValue(menu, out var newMenu)) return newMenu;
newMenu = Object.Instantiate(menu);
this.SaveAsset(newMenu);
ClonedMenus[menu] = newMenu;
foreach (var control in newMenu.controls)
{
if (Util.ValidateExpressionMenuIcon(control.icon) != Util.ValidateExpressionMenuIconResult.Success)
control.icon = null;
for (int i = 0; i < control.labels.Length; i++)
{
var label = control.labels[i];
var labelResult = Util.ValidateExpressionMenuIcon(label.icon);
if (labelResult != Util.ValidateExpressionMenuIconResult.Success)
{
label.icon = null;
control.labels[i] = label;
}
}
if (control.type == VRCExpressionsMenu.Control.ControlType.SubMenu)
{
control.subMenu = CloneMenu(control.subMenu);
}
}
return newMenu;
}
public void CommitReferencedAssets()
{
HashSet<UnityEngine.Object> referencedAssets = new HashSet<UnityEngine.Object>();
HashSet<UnityEngine.Object> sceneAssets = new HashSet<UnityEngine.Object>();
Walk(AvatarDescriptor.gameObject);
referencedAssets.RemoveWhere(sceneAssets.Contains);
referencedAssets.RemoveWhere(a => a is GameObject || a is Component);
referencedAssets.RemoveWhere(o => !string.IsNullOrEmpty(AssetDatabase.GetAssetPath(o)));
int index = 0;
foreach (var asset in referencedAssets)
{
if (asset.name == "")
{
asset.name = "Asset " + index++;
}
AssetDatabase.AddObjectToAsset(asset, AssetContainer);
}
SaveImmediate = true;
void Walk(GameObject root)
{
var components = AvatarDescriptor.gameObject.GetComponentsInChildren<Component>(true);
Queue<UnityEngine.Object> visitQueue = new Queue<UnityEngine.Object>(
components.Where(t => (!(t is Transform)))
);
while (visitQueue.Count > 0)
{
var current = visitQueue.Dequeue();
if (referencedAssets.Contains(current)) continue;
referencedAssets.Add(current);
// These assets have large internal arrays we don't want to walk through...
if (current is Mesh || current is AnimationClip || current is Texture) continue;
var so = new SerializedObject(current);
var sp = so.GetIterator();
bool enterChildren = true;
while (sp.Next(enterChildren))
{
enterChildren = true;
if (sp.name == "m_GameObject") continue;
if (sp.propertyType == SerializedPropertyType.String)
{
enterChildren = false;
continue;
}
if (sp.isArray && IsPrimitiveArray(sp))
{
enterChildren = false;
}
if (sp.propertyType != SerializedPropertyType.ObjectReference)
{
continue;
}
var obj = sp.objectReferenceValue;
if (obj != null && !referencedAssets.Contains(obj) && !(obj is Transform) &&
!(obj is GameObject))
{
visitQueue.Enqueue(sp.objectReferenceValue);
}
}
}
}
}
private bool IsPrimitiveArray(SerializedProperty prop)
{
if (prop.arraySize == 0) return false;
var propertyType = prop.GetArrayElementAtIndex(0).propertyType;
switch (propertyType)
{
case SerializedPropertyType.Generic:
case SerializedPropertyType.ObjectReference:
return false;
default:
return true;
}
}
}
}